Block Entity
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Usage
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To store bees.
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To store the text.
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To store the patterns.
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To store their contents.
- Furnaces, blast furnaces and smokers also store the time until the current item is smelted, and the time until the furnace's current fuel item is exhausted.
- Brewing stands also store the brewing time.
- Hoppers also store the time until the next transfer of an item.
- Chests, trapped chests and shulker boxes also use the block's position and rotation for the opening and closing animation.
- Lecterns also store the page the book is currently on.
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To store the pyramid level, active effects, and contents. Also uses the block's position for the beacon beam.
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To store:
- the entity to be spawned.
- the delay until the next entity is spawned, and the min and max values for the next spawn delay.
- how many entities to spawn per spawn attempt.
- additional data about the entity to be spawned (such as position, effects, and entities stacked on top of it).
- Also uses the block's position to display the spinning mob inside.
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To store the note to be played.
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To store the offset of block, direction of movement, and ID (and data value, if applicable) of the moving block. (A moving block can't be stored as a block because it's not aligned to a grid cell.)
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To play music discs, if any are inside.
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For the floating book.
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For the particle field effect.
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For the type of the head[Bedrock Edition only], rotation when placed on top of a block[Bedrock Edition only], and (if applicable) data of the player represented.
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For the command text, its output strength, and the output text.
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For the teleport location and also whether to render the beam.
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To store information about the structure.
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To store the structure pool and the block this jigsaw block becomes.
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To store whether the reaction started and the time remaining in the reaction.
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To force the daylight sensor to update its output signal strength.
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To store the ID and the data value of the block displayed inside of it.
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To store its output strength.
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To store color [Bedrock Edition only] and for rendering the block.
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To store details about liquid content. Cauldrons containing dyed water store water color. Cauldrons containing potions store the potion's ID and a tag of whether it is a splash potion or not.
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To check its activation area for valid activation blocks and calculate its effective range. Also used for rendering the block in its active and inactive states.
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For the render of the swaying animation of the bell.
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